Ejemplo n.º 1
0
void
dumpTextures(JSONWriter &json, ID3D11DeviceContext *pDevice)
{
    json.beginMember("textures");
    json.beginObject();

    ID3D11ShaderResourceView *pShaderResourceViews[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];

    pDevice->VSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(json, pDevice, "VS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->HSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(json, pDevice, "HS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->DSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(json, pDevice, "DS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->GSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(json, pDevice, "GS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->PSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(json, pDevice, "PS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    json.endObject();
    json.endMember(); // textures
}
Ejemplo n.º 2
0
void
dumpTextures(StateWriter &writer, ID3D10Device *pDevice)
{
    writer.beginMember("textures");
    writer.beginObject();

    ID3D10ShaderResourceView *pShaderResourceViews[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];

    pDevice->PSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(writer, pDevice, "PS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->VSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(writer, pDevice, "VS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    pDevice->GSGetShaderResources(0, ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);
    dumpStageTextures(writer, pDevice, "GS", ARRAYSIZE(pShaderResourceViews), pShaderResourceViews);

    writer.endObject();
    writer.endMember(); // textures
}